X-ray Stealth Vision in Unity Shader Graph and Universal Render Pipeline

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  • Опубликовано: 21 окт 2024

Комментарии • 29

  • @LowLevelLemmy
    @LowLevelLemmy 2 года назад +1

    You dropped this Daniel... 👑

  • @Bluequaz
    @Bluequaz 2 года назад +2

    wow, great vid. This is an amazing and common effect that would be so hard to figure out without it. Your videos are amazing!

  • @eveningbird56
    @eveningbird56 2 года назад +1

    this is great, thank you for uploaded the this video!

  • @Kapthos
    @Kapthos Год назад +1

    In my case the first shader didn't work putting the alpha split into the Alpha slot. But when i changed to the Red channel to the Alpha slot, it worked!

  • @someonesomewhere1975
    @someonesomewhere1975 2 года назад +1

    Awesomely explained! nice job, thank you

  • @subhradipmajumder4204
    @subhradipmajumder4204 2 года назад

    man I love this shader :)

  • @geri4367
    @geri4367 2 года назад +2

    Great video, keep it up :D

  • @brixtonbuskers
    @brixtonbuskers 11 месяцев назад

    Great tutorial, thank you! I'm unsure what the best approach is for controlling when the layer is and isn't rendered in front of other layers e.g. rendering a character in front of walls but not foliage. Rendering the character layer after opaques and then setting foliage materials to transparent is a bit of a hacky but easy solution. And setting up loads of render object render features seems likely to get messy. Any tips on a better approach? Thank you!

  • @perrylets
    @perrylets 2 года назад

    Great video. Did you make tue skybox or you found it somewhere? It has a really nice look.

  • @johnmanardiii3308
    @johnmanardiii3308 2 года назад

    Keep it up! These videos are very well explained!

  • @denizdemir9255
    @denizdemir9255 2 года назад

    wow. just wow. great video. great explanation for pretty much everything. i've been using unity for years, never really got into shaders, always seemed very complicated. most of the tutorials i've found online only seemed to prove my theory until i found your videos. shaders are basically the rest of the iceberg, don't they? :)

  • @rocketshader2699
    @rocketshader2699 2 года назад

    Amazing video, thanks

  • @thebulletkin8393
    @thebulletkin8393 6 месяцев назад

    I've heard that manually changing shaders in code isn't ideal, so how do you go about say, activating this shader on a button press?

  • @hoaxygen
    @hoaxygen Год назад

    Wow, I got the effect that I wanted right away!
    I just have one question/problem. All my decals are now rendering on top of any object on the layer RenderOnTop. The Decal is present in the Render Features and it's essentially the default configuration with an Automatic technique. I've tried fiddling with the events but I'm clueless. Any ideas how to fix?

    • @hoaxygen
      @hoaxygen Год назад

      I seem to have fixed it by keeping both the Opaque Layer Mask set to "Everything" and only deselecting "RenderOnTop" from the Transparent Layer Mask under Filtering in the Forward Rendering settings. I'm not sure what other effects this might have but it's working.

  • @MrDeadLord
    @MrDeadLord 13 дней назад

    I'm stuck on one quest: How to make some invisible object change color for one exact material? This video is the closest point as I found. What do I need: I press a unit to move somewhere and need to see on LineRenderer where he could take damage but changing color of that LineRenderer near enemy units. Can any1 help me with that? I feel like I'm so close to the solution, but couldn't touch it yet :(

  • @markuskernocker392
    @markuskernocker392 Год назад

    I am trying to recreate this effect using the HDRP. my second pass seems to ignore volumetric lightning. Does someone know a workaround?

  • @pianosouls_yt
    @pianosouls_yt 2 года назад

    nice video thanks

  • @dfhdgsdcrthfjghktygerte
    @dfhdgsdcrthfjghktygerte 2 года назад

    Noob question: With this kind of forward rendering trick does it mean i'm not allowed to use deferred renderer or they will coexist peacefully?

  • @jeelpatelofficial
    @jeelpatelofficial 2 года назад +2

    how to do this in hdrp?

  • @weckar
    @weckar 2 года назад

    Is there a good way to render different objects in xray in different colors?

    • @danielilett
      @danielilett  2 года назад

      Good question! With this approach, we're rendering the entire xray layer with the same material. If you have a small number of colors you want to use, then you could try:
      - Use one layer per color. All objects that you want to be yellow go in the yellow layer.
      - Use a separate renderer feature per color. You'll have a yellow xray feature, which uses the yellow layer, with a yellow material.
      - All green objects go in the green layer and use a green xray feature with a green material, and so on.
      That approach will only work if you have a few colors, or else you'll run out of layers, but off the top of my head I'm not sure how you could use this approach to use different colors for many objects.

    • @weckar
      @weckar 2 года назад

      @@danielilett I have been looking into camera stacking and conditional rendering to achieve a similar effect for now, but it is not nearly as performant :p
      Thanks!

  • @h.korayonel7148
    @h.korayonel7148 2 года назад

    Can u make a real lake shader?

  • @watercat1248
    @watercat1248 2 года назад

    yes but the are one very large problem the unity have i limits on the layers ther is no way to add more layers and thos layers use for colder and rendering for same stupid reason that means if have more the unity have only 32 layers for thos 32 the 8 off this it can not be charged and 3 off the that is not can not be charged is empty for same reason that means i have only that means i have only 24 layers that im able to use on colision and rendering

    • @danielilett
      @danielilett  2 года назад +2

      Yeah, the number of layers is obviously a limitation given they are shared between both rendering and physics, although personally I've never come close to using all the layers.